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Tom852

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Everything posted by Tom852

  1. Well, in Coop the zombies split up. Instead of 24 you get 6. If you die, people can revive you over and over. If you bleed out, you can still continue. But it's still harder. It's the randomness in the behaviour of your teammates. It is the dude, that places his trample steam for crawlers in a way, that it kicks you out of bounds when you accidentially jump on it. It's the guy that refuses to assemble his part. It's the guy that leads his max train to you. It's the guy that kills the crawler, while you are on the toilet. It's the guy not covering his spawn point in round 2. It's also the randomness of the game itself: Instead of 2, the game sends 6 crawlers to your location, at once, while you were sitting in a corner and can't escape. Solo is just way more predictable and therefore easier.
  2. The question is what is glitching with this gun. But I'm indeed looking for things like chopper posted. I tried this there. Got killed because the whole ground was full of goo.
  3. That Double Tap II is a must have directly after Jug and that it makes Guns like RPG or M&S that do not profit by it just to intermediate guns is mentioned in the voice comment.
  4. Hi. I am kinda not able to use the Sliquifier. I mean it kills the 24 zombies, but that's it. What I want is kill 50 with one shot. I can't find vids on youtube, does someone have something uploaded?
  5. I think mine is, since the last game, in the hole room. But not on top there, after you go down through the hole Nr 2 the china cafe room. Nr 3 Buddha Room
  6. PC: a) When buying the Galvaknuckles while holding the Ballistic knife, you have no more knife at all anymore (like the knifing button would be disabled). The only way to solve this is by buying Bowie, then knuckles again. When another player revives my original character, while I am in Whos Who mode, I loose a gun.
  7. Maybe you wanna post it into this thread: viewtopic.php?f=100&t=27975 Collection of bugs in there, best chances to get heard.
  8. I don't even notice anymore that there is a female character.
  9. Hi everybody. We have already seen some rankings, but they were based on guessings, based on impressions. What would happen, if you really measure, how much zombies any gun can kill in 30+ while running trains, until you're out of ammo? Would the measurement confirm our rankings, or would we discover some awesome guns that we didn't know about? Well, of course, there are a lot of factors that lead to a wide error range: Quality of your play while measuring, round, zombie life, armored zombies, how to measure wallguns with infinite ammo, and and and. But I have tried it. I tried to handle those problems as good as I could. I believe, that the ranking got overall quite accurate. Interested? Follow the chart show on my youtube: Click Episode 1: Ranks 35 - 28 Episode 2: Ranks 27 - 20 Episode 3: Ranks 19 - 15 Episode 4: Ranks 14 - 10 Episode 5: Ranks 9 - 5 Episode 6: Ranks 4 - 1
  10. Look here: viewtopic.php?f=140&t=28641
  11. Does that mean you keep perma jug in 15, although you hear the loosing sound, until you die?
  12. I'm very confused. On one hand, It sounds like "Turn twice around yourself, then jump, then knife twice and you get the wunderwaffe!! I swear its true!" On the other hand, there are multiple people reporting this. But still only a hand full. Hmm Hmm Hmm.
  13. Hi, I did some game today. I noticed, that explosions seemed to kinda do lower damage to myself then usual. In addition, there were several critical situations, that should have at least given me a red screen. For example, I shot twice with my mustang, then got a hit a bit later. Normally, this leads to a red screen, but didn't. Well, to check what is going on, I just shot 3 times onto my feet with my M&S, getting no red screen. So, either it was Perma Jug or some kind of Perma PHD. I didn't wanna do further testing, cause the game was going good, and I didn't wanna mess with it. After a later down (Down Type: Had WW and QR, didn't revive myself within 45s, so QR took place and I kept the perks), everything was back to normal. I started the game with Perma Jug - *caugh* - but heard the sound of loosing it in round 15. I noticed neither an unexpected persistent upgrade gaining within the game, nor a lost of one after the mentioned down. But after that certain down, everything was back to normal. Fortunately, I streamed, so the full game was recorded. Anyone got some idea? See here: http://www.twitch.tv/tomkzombies/b/374889353 2h 6min 30s: Two Shots M&S + Hit - no red screen 2h 7min 25s: 4 hits, 1s later another one, no red screen, no death 2h 10min 10s: 3 shots onto the ground with M&S - no red screen
  14. I set myself up, get a Ray and a Mustang. Then I go to the farm with the gate closed, so it's going at accurate speed. The reason I use the mentioned guns is, they are not dependent of double tap, which you can't access. Once out of ammo (approx 45), I open the gate and use the fridge gun. Now that we can use the Head Popper and Double Tap, I rather switch to bullet guns (Galil or Hammer), might do it for another 5-10 rounds up to approx 55, although some Jet Gun support is already needed. Once in 55+ (never been patient enough so far), I would probably switch back to a M&S / Ray Combo. With those, I'd make some crawlers, then use the knifing Jet Gun trick for them. This is quite safe and easy to do. I would probably still do it at the farm, cause I just think it's the safest spot. The bridge as one of the slowest spots could also be interesting, since you wanna have time to kill the crawlers. I don't know Would require a lil test to find out. I think I wouldn't use a wallgun, but if I did, it would be the M16 and a running spot in the tunnel. Once the Ray is not making crawlers quickly anymore, well I'd just use the Jetty only with the knifing trick at the farm again. As good as possible ;)
  15. It's cool you're doing weapon stats. I've been looking forward to hearing those from BinSys, but hey if you beat him to it. However I think you are incorrect. You say all these things that determine which weapons are better. The answer is the most damage when looping. The reason is because camping is inferior to looping. The reason is because the most damage dealt with a weapon determines which is better in the long run. If you want a gun that kills FASTER, then you will typically suffer in quality of damage. That is YOUR choice, but what makes a gun better is its Total Maximum Damage. If I have to choose between two guns, the best choice is to choose the gun that will in the end kill more zombies. That is the game's goal. If you have a secondary goal of doing it quickly, or only doing it via wall guns, that is your goal, not the primary goal. And whether a gun is a wall gun does not affect whether it is better. Comparing guns in respect to their Total Maximum Damage considers the weapon as it is given to you, regardless of how you obtain it. Sure, you could use a LMG, but ammo will run out eventually, and you'll be forced to use a wall gun, which is why wall guns are great. However, given a choice between a LMG and a wall gun, I will take the LMG, excepting maybe the AN-94 (since I don't know exactly where it ranks just yet). And quite often I TAKE that decision. Rather than using a bland wall gun all the time, I'll go the Box for my point guns just to spice it up a bit. That was why I said "personally and inofficially". The official results follow the points you mentioned ;)
  16. Tranzit > Die Rise > Nuketown :shock: bang. Why TranZit? Well it's just chill. I hate it, I hate to get set up. But once done, I just do my crap with farm gate closed, M&S + Ray, round 30, 1.5 minutes. Awesome. At 50 I end the game and am happy. Die Rise, meh, getting killed in Who's Who, game over, great story. Getting revived, dying 20 more times cause Jug elevator is nowhere. Falling down. Falling down again. And one more time. And again. Running in some trample, falling down again. Maybe 2-3 more times, and then dying another 20 times cause Jug elevator is nowhere. Die again cause you waited in a risky spot for Double tap. Again 20 downs for Jug, finally can get Double Tap. Team wants free 6th perk while I get a free 3rd perk - just the one I never ever wanted to obtain a buyable perk slot. OK. Have to jump back to steam workbench, elevator not there, can't go away, trying to jump to escher, too late, looking for jug again next round. Am set up, awesome guns. AN 94, Galil, Fal. Oh wait, no safe looping spot is flat, so I can forget my headshots. OK, let's use the guns that do not need a flat ground, Ray, M&S, Sliquifier. How funny, doesn't even let me use the cool guns in that map. Well, in the public game, over there some dude shooting an ascending point, not letting the zombies come to him. Challenge, eh? Running past by. Jumping over to the other building, aww, just got hit before the jump, fell down. Well, next game, R6, buying jug. It's in the lone corner. So, basically no Jug before R8, cause I have to open like 20 doors. Cool, my plan is destroyed, game over in 7. OK, I was way too hard here. I think I'm just mad right now cause I had some downs cause of falling down and Jug elevator not being there Maybe ask me in some weeks again.
  17. I think the main points were said Be aware how much damage you really do with Double Tap. Especially when you combine it with Headpopper, your damage goes crazy. There is no need to shoot with an automatic weapon for 2 second in Round 15. One or Two bullets, shot in 0.2 seconds, pwn the zombs. I think that is the reason why your ammo depletes so fast - you still shoot although the zombie is dead. Hitting multiple zombies (doing trains) at once will also save tons of ammo (just guessing, but i'd say up to 80%), since you hit multiple ones. Always also make sure to aim for the head. If you like to camp, there is a row of intersting guns that work well. However, they don't work for trains Check e.g. the Python upgraded, M14 upgraded, Voice of Justice, Olympia - all do massive damage against one zombo [make sure to have headpopper and dt2 though]. E.g. the Python oneshots up to R33 approx. This, + headpopper though for the epicness :)
  18. So much text from you all... tl;dr You got the point in the OP We love the old guns and without them, we would be disappointed. On the other hand, when they show up again, people say it's BO 1.5. People always grumble. Treyarch managed that perfectly. A perfect mix between new and old stuff - not only in the gun section, also in other sections of the game.
  19. The question is, and will always be - for what? What is the best gun for what? Camping? Looping? Best chances to get a max ammo once your out? Not even getting out of ammo, since it's a wallgun? What round? Is it killspeed, is it accuracy (e.g. for a headshot challenge), is it convenience? I finished my measurement now, and yeah, the AN will pull more damage with one full ammo set than the galil. But will I, inofficially and personally, rate the AN higher? No. RPM? Damage per Time? In Die Rise, can I afford the low Damage per Time of the AN, when I just have time for bursts of max 1 second? No, I can't. Can I afford the short bursts with the Gail? Yes, I can. While the Galil kills with a burst of 1 second 10 zombs, the AN kills 6. So I choose the Galil. In Round 40. In Round 60, I just want my max ammo, so you see me running with the AN again. Wondering how other guns do? --> See my youtube, vids coming soon.
  20. Stay tuned for a weapon analysis on my youtube. I was not able to play much Die Rise yet. So I can't rate the AN yet. The Galil is an awesome gun, we all know that. The MTAR is a piece of crap, when not papped. It sprays like hell and therefore looses a lot of damage output. But papped, the effect reduces quite a lot and the gun gets nice. But the Galil will never be beaten - already simply because of the ammo reserve. I'm really looking forward to check the AN-94, but yay, still investigating the map and trying to get some orientation in there :D
  21. It may be connected to how claymores are lost. That happens afaik when zombies hit it, therefore you loose it when knifing, but not when running. See also this vid on the end:
  22. That is why I say, "public matches" are an own mode. I do not expect the gamem going well. I expect at least one guy dying before round 2, I expect one guy holding the turbine part in Green Run, I expect one guy attaching the hatch onto the bus, one guy not entering the elevator in the spawn room, one guy shooting although you told them to use the knuckles only for the free perk, and and and and. This is fun! But when it should go serious, we definitely need private matches.
  23. Just used a fake name for a not existing person to have an example ;)
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